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Post by Jack of Names on Nov 4, 2015 20:59:21 GMT
I'm not familiar with pathfinder but I'm certainly up for some fantasy. Give me a day or two to read through then the then I'm game. I this going to be a text based game on the site here with dice based elements? Indeed, text based play-by-post.
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Post by Jack of Names on Nov 4, 2015 21:45:45 GMT
Hexienbiest / Zauberbiest These two Wesen are technically the same breed of creature. Hexienbiest refers to the female, and Zauberbiest refers to the male. When they woge, unlike many other Wesen, Hexenbiests still appear human; however, their skin decays so that it resembles a corpse, their teeth sharpen, and their hair turns gray (if blonde in human form). Their woged appearance becomes more decrepit-looking as they age. Interestingly, Hexenbiests find this decayed look sexy. Woged or not, they can be identified by a dark U-shaped birthmark on the underside of their tongues.
Society: One would assume they would live in solitude, but Hexienbiests are actually more common within civilization than one might think. They are more adept at hiding their woge than most Wesen, and because of this have more freedom in their living arrangements. Among Wesen however, Hexienbiests are one of the most ill looked upon and untrusted of their kind due to their tendency to be... just a little cruel with their bullying.
Alignment: Hexienbiests (and Zauberbiests) are slightly more inclined to be Evil. They are very rarely Good.
Racial Traits: -Hexen receive a racial +4 to Intelligence, but a -2 to con at character creation. -Hexen receive Craft: Alchemy as a class skill always. They also receive a racial +4 on all Craft: Alchemy checks and all Knowledge rolls to identify natural or magical plant life or Alchemical ingredients. -Once per day as an immediate action, a Hexen may choose to accept negative energy damage as if she were an undead creature. -Hexen may cast Dancing Lights and Detect magic at will. They may also cast Faerie Fire, Magic Missle and Guidance as many times per day as 1+Int Modifier. When they reach CL 12, they may cast Dispel Magic as many times per day as 1+Int Modifier. -Hexen have a land speed of 30ft, and a magical fly speed of 20ft with average mobility. -Hexen begin play speaking Common, Undercommon and Wesen. Hexen with higher intelligence scores may pick any non-secret language.
Hundjager Another canine wesen, Hundjägers have a quite severe woge. They grow thick brown fur over their heads and bodies, long canine ears, a dog snout, and razor-sharp teeth. Although it becomes part of their fur, the imprint of their hairline is still visible. Unlike many Wesen, there doesn't appear to be any obvious differences in this form between both genders. However, there are some variations in the species, as some have black markings on grey fur and a pink nose, similar to a Mauvais Dentes. In addition, those variations include a less pronounced dog snout and longer, more visible, pointy ears.
Society: Hundjager have a tendency to stir up trouble. They get stir crazy easily, and are one of the Wesen easier to imagine wandering on their own. They are naturally quite curious, but also opportunistic. That said they are incredibly varied, just as much as humans.
Racial Traits: -Hundjager receive +2 str and +2 dex at character creation. -Survival is always a class skill for Hundjager, and they receive a racial +4 on all Survival rolls made to Track. -Hundjager have the Scent ability -Woge Zweite Gluk: After failing a WILL save to prevent a Woge, the Hundjager may immediately make a reflex save against the same DC to limit the Woge to their eyes. a Perception roll of 10 plus theHundjager's Reflex modifier is needed to recognize the change in the Hundjager's eyes. -Hundjager begin play speaking Common and Wesen. Hundjager with higher intelligence rolls may choose from the following: Draconic, Abyssal, Giant, Dwarven, Elven, Gnome, Halfling, Orcish, Infernal, Terran, Ignan, Undercommon, and Goblin.
Indole Indole are incredibly peaceful, doe-like Wesen that are all female. When woged, Indole Gentile gain large eyes with dark pupils and long, thin eyebrows. Their ears become small and oval-shaped, almost elf-like, and their skin takes on a green tinge.
Society: One of the fortunate Wesen to be almost completely ignored during the great war, the Indole's numbers have not dropped very hard like many other Wesen. Although Indole were never the most common Wesen to begin with, so they are still difficult to find. Indole hold no prejudices against human, Other Wesen or other races and are typically kind and compassionate. Many are known pacifists, some even taking priestly or monk-like vows to never harm another living being.. They are easily bullied by other stronger Wesen, although their kind natures mean that many, Wesen and non-wesen, will jsut as readily come to their aid. Indole have no men, so they always marry and reproduce with members of other sppecies. Curiosly enoguh this does not create halfbreeds, daughters are always Indole and sons are always the father's race.
Alignment: Indole may never be evil.
Racial Traits: -Indole receive +2 wis and +2 dex at character creation. -Indole receive a racial +2 on all Sense Motive and Perception checks. -Indole recieve racial +1 to all Diplomacy and Bluff checks. -Indole always have 'Speak With Animals' active as a continuous ability. -Indole begin play speaking Wesen and Common. Indole with higher intelligence scores may pick form the following: Evlen, Undercommon, Halfling, Gnome, Dwarven, Sylvan, Terran, Aquan, Auran, Ignan, Strix, and Celestial.
Jagerbar Jagerbar are bear-like Wesen. Upon woge, Jägerbars grow brown fur over their face, head, arms, and shoulders, but not over their chest. Their features change, gaining bear-like ears, a snout, and fangs. They also gain bear-like claws.
Society: Jagerbar usually keep to themselves, but do not necessarily live as hermits. It's common for a Jagerbar to live within a town or city, they are simply not as talkative as others. Jagerbar regard family as the most important thing.
Racial Traits: -Jagerbar gain +3 str at character creation. -Jagerbar land speed is 30ft, and climb speed is 20ft. They also have a swim speed of 20ft. -Jagerbar receive a +2 bonus on all checks to make difficult climbs or swims. -Jagerbar may make an immediate FORT save to avoid falling unconcious when reduced to 0 or negative hitpoints. -Jagerbar have the scent ability. -Jagerbar begin play speakign Common and Wesen, Jagerbar with higher intelligence scores may ppick fromt he following: Giant, Abyssal, terran, Sylvan, Aquan, Auran, Undercommon, Dwarven, halfling, Gnome, and Orcish.
Koische Koische are strange Wesen. When they woge, Koschie gain an almost sickly appearance. The sclera of their eyes turns jet black while their irises turn a radioactive green. Beneath their translucent skin are vein nodules and, through openings in their misshapen skull, portions of brain matter that glow the same shade of green. Further adding to their sickly appearance are rotten looking teeth, which due to the Koschie's translucent lips and skin, are always visible even when the mouth is closed, and their lack of hair.
Society: Koische are so rare, little is known about their racial society. If they even have one.
Racial Traits: -Koische Gain +2 Wis, +2 Int and -2 Con at character creation. -Koische may cast Lay on Hands at will. -Koische gain +3 racial bonus on all FORT saves made to resist the effects of magical poisons or diseases. Koische are immune to natural poisons and diseases. -Koische begin play speaking Common and Wesen. Koische with higher intelligence scores may choose any non-secret.
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Post by Jack of Names on Nov 5, 2015 1:38:24 GMT
LausenschlangeLausen are snake-like Wesen. When they woge, a Lausenschlange's whole body gains yellowish grey scales and a slight boa-like pattern on them. They also gain sharp fangs, a forked tongue, and slit pupils, and they lose all their hair. Lausenschlange are vicious, though they tend to be more bully-like than murderers. And of course, they're not all bad. Ex: hereSociety: Lausenschlange don't typically gather together aside from families, partially because their domineering natures tend to clash too often. Lauseschlange have no qualms living in cities mostly populated by other races, and will do so with little worry due to their pride. Alignment: Lausenschlange are usually neutral. Racial Traits:-Lausen receive +2 str and +2 dex, but -2 Cha. -Lausenschlange posses a bite attack appropriate for their size, and deliver a poisonous venom on a successful damage-dealing bite. The poison, Lausenschlange poison, lasts for 6 rounds and deals damage once every round. It's damage is 1d4 Con. The FORT save DC to resist the poison is 10+CL of the Lausenschalnge. After one successful save, a creature cannot be effected by Lausenschalnge poison for 24 hours. Lausenschlange are immune to their own poison, including the poison of other Lausenschlange. -Lausenschlange possess the scent ability as long as they are able to operate their tongues. -Lausenschalnge gain a racial +3 on Escape Artist checks made to squeeze through tight spaces. -Lausenschalnge begin play speaking Common and Wesen. Lausenschalnge with higher intelligence scores may choose from the following: Draconic, Nagaji, Lizardfolk, Orcish, Elven, Dwarven, Halfling, Gnome, Terran, Aquan, Undercommon, Abyssal and Infernal. Lowen
Lowen are lion-like Wesen, admired in the wesen world for their courage and bravery. Upon woge, Löwen undergo a fairly significant change. Some male Löwen grow long hanging hair when they woge, while other males grow large bushy manes. Female Löwen have much less hair when they woge and slightly less pronounced features. Ex: hereSociety: The Lowen lands were claimed by the humans after the Great War, which saw the complete ruination of the Lowen Empire. Many LLowen escaped death however, and are commonly guards, leaders and defenders in Wesen cities. Altohugh they are predatory, Lowen are regarded with much respect by even prey-like Wesen and have shown a good amount of self control and intelligence. They have even been fair to humans as of late, despite the obvious bad blood. Among humans, Lowen are one of the more well-known and slightly more respected types of Wesen. Lowen are known to rarely back down from a fight, and their one major weakness seems to be their pride. Alignment: Lowen are typically good. Racial Traits:
-Lowen receive +2 str and +2 Cha at character creation. -Lowen receive a racial +3 bonus to Bluff and Diplomacy checks when dealing with other Wesen and Humans. -Lowen Begin play proficient with the Caestus, Gladius, Scizore, Trident, Net and Whip regardless of class. -1+Cha Mod times per day, a Lowen may Roar as a swift action to give allies a +1 cirumstancial bonus on saves, skill checks and attack rolls for 1+ The Lowen's Cha Mod rounds. -Lowen receive the Scent ability at CL 4th. -Lowen base land speed is 40ft. -Lowen begin play speaking Common and Wesen. Lowen with higher intelligence scores may choose from the follwing: Undercommon, Catfolk, Ratfolk Orcish, Dwarven, Elven, Halfling, Giant, Kitsune, Goblin, Draconic, Infernal, Celestial, Terran, and Auran. Luison
Another canid-like Wesen. When woged, their ears migrate to the tops of their heads and become large and fluffy. It is these ears that are a key distinguishing feature between them and their cousin, the Blutbad. The skin around their face becomes pale orange, and pale fur grows from the sides of their faces. Their noses become dog-like, and sharp teeth protrude slightly out of their mouths. They have a heightened sense of smell similar to Blutbaden. Luison are greedier than their canid-wesen cousins, and less trustowrthy in general due to their obsession with money. Ex: hereSociety: Luison have suavely infiltrated most human societies, and tend to live within them without incident. Alignment: Luison are always some form of Neutral. Racial Traits:-Luison begin play with a +2 to Cha. -Luison have a bite attack appropriate for their size, which is Medium. -Luison have a +4 bonus to bluff and diplomacy as long as their targets are unaware of their Luison status. -Luison have the Scent ability. -Luison receive a +2 racial bonus on all sound-based perception checks due to their enhanced hearing. -Luison begin play speaking Common and Wesen. Luison with higher intelligence scores may choose any non-secret language. Malinfatal
Malinfatal are boar-like wesen. When woged, a Malin Fatal has brown fur that covers most of the body except for the main part of the face. However, the hair of the human form remains unchanged. The shape of the nose and face become more bestial, and the ears become pointed and tufted. The main defining feature of the Malin Fatal is a pair of sharp, pointed tusks that protrude from the lower jaw. These tusks are present in both males and females and can be used as knife-like weapons to slit their victim's throat. Ex: hereSociety: Malinfatal society tends to be simple, and much like human society. The only marked difference is that within racial groups, females are given more power due to their matriarchal beliefs. Racial Traits:
-Malinfatal gain +2 Con, +2 Wis and -2 Cha at character creation. -Malinfatal possess a gore attack with their tusks, appropriate for their size as medium creatures. -Malinfatal receive a racial +1 on charge attacks and bull rush and overrun attempts. -Malinfatal begin play speaking Common and Wesen. Malinfatal with higher intelligence scores may choose fromt he follwing: Abyssal, Terran, Auran, Aquan, Giant, Goblin, Orcish, Dwarven, Halfling, Gnome, and Undercommon.
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Post by Jack of Names on Nov 5, 2015 4:16:23 GMT
MauviasMauvias, sometimes known as Tigarians, are still talked about by Humans and Wesen today. For humans though, their status has been relegated to stories told to children in order to frighten them and make them wary of strangers. For Mauvias are legenary hunters, and quite lethal. Wesen tell similar stories, but tend to talk about them with more respect. When Mauvais Dentes woge, they grow grey fur over the head and arms, and they develop stripes and enormous teeth capable of leaving puncture wounds in their victims up to an inch in diameter. Ex: hereSociety: Assuming nothing has changed since the Great War, Tigarians operate on a clan system usually led by the most experienced hunter or huntress. Racial Traits:-Mauvais begin play with a +3 to Str and Dex, but a -3 to Cha. -Mauvias have a pair of claws and a bite attack that are both counted as one size category larger for the purposes of damage die. In addition, a Tigarian's bite counts as magic and adamantine for the purposes of overcoming damage reduction. -Tigarians receive a +4 racial bonus to stealth rolls and Disguise checks. -Tigarians have a base land speed of 35ft, a swim speed of 30ft and a climb speed of 20ft. -Mauvias begin play speaking Common and Wesen. With higher intelligence scores they make pick from the following: Orcish, Elven, Slyvan, terran, Aruan, Dwarven, Halfling, Gnome, Abyssal, Infernal, Catfolk, Ratfolk, Sphinx and Undercommon. MauzhertzBy far the most common race of Wesen, these timid folk are mouse-like Wesen. When they woge, they gain beady eyes, whiskers jutting out from a pointed nose, more facial hair, large ears, and oversized incisors. Female Mauzhertz have an overall similar woge, but their amount of facial hair varies from none at all to almost as hairy as males, and they have less pronounced whiskers. Ex: hereSociety: Mauzhertz are easily bullied, and generally quite docile. This does not mean they are weak, however. Mauzhertz have varied places of living, jsut as much so as humans and do not possess any kind of racial hierarchy. Racial Traits:-Mauzhertz begin play with a +2 to Dex and a -2 to str. -Mauzhertz gain a racial +4 for all stealth and sleight of hand rolls. -Mauzhertz receive a racial +2 on all acrobatics and escape artist rolls. -Mauzhertz begin play speaking common and Wesen. Mauzhertz with higher intelligence scores may pick from the following: Dwarven, Halfling, Gnome, Ratfolk, Evlen, Terran, Auran, Aquan, Ignan, Goblin, Gnoll, and Sylvan. MurcielagoThese creatures are bat-like Wesen. When woged, they have glowing red eyes, leathery brown skin, bat-like features, sharp claws, webbed hands, and vicious rows of teeth. They have the ability to produce a sonic shriek that is fatal to humans. In addition to their sonic shriek, Murciélagos also possess razor sharp claws that they use as secondary weapons. Blutbaden refer to Murciélagos as Geölterblitz, meaning "bat out of Hell" (lit. "oiled lightning") due to the fact that a Murciélago's screech is particularly harmful to the sensitive hearing of a Blutbaden. Murcielago also possess batlike wings strong enoguh for them to fly when woged. Ex: hereSociety: Murcielago are either very rare, or very adept at remaining hidden. Almost nothing is known about their social structures. Racial Traits:-Murcielago begin play with +2 Dex and -2 Wis. -Murcielago posses a bite attack, one set of claws and one set of wing attacks appropriate for a creature of their size. -Murcielago may use Ear Piercing Scream, as the spell, 1+Intmod times per day as a spell-like ability. -Murcielago posses Darkvision 60ft. -Murcielago have a land speed of 30ft, and a fly speed of 50ft with good maneuverability. -Murcielago begin play speaking Common, Wesena nd Undercommon. Those with higher intelligence scores may pick from the following: Evlen, Terran, Auran, Dark Kin, Infernal, Abyssal, Strix, Catfolk, Ratfolk, Goblin, Orcish, Dwarven, Halfling, and Gnome. MusaiMusai are strange succubus-like or elf-like Wesen. When a Musai woges, their hair turns red and their skin turns shiny, bluish-green. Musai have large, deep blue eyes and long, pointed ears, similar to those of elves. The lips of the Musai secrete a psychotropic substance, making its kiss to be known as euphoric and addictive as any narcotic known to man. Ex: hereSociety: Due to their beauty, both woged and unwoged, the Musai were barely harmed during the Great War and were even ''protected' from other more monstorous Wesen by the humans themselves. Musai have their own kingdom, which is ruled by a royal family and has been for centuries, as they have elven longetivity. They are also seen in human cities at times, among other places. Racial Traits:-Musai recieve +2 to Dex and Cha at character creation, but a -2 to con. -With a kiss, Musai may use Charm Person, as the spell, as a spell like ability 1+CL times per day. -Musai recieve a racial +3 on diplomacy checks, and a racial +1 on bluff checks. -Musai gain a racial +1 on hearing-based perception checks. -Musai gain a racial +2 on initiative checks. -Musia begin play speaking Common and Wesen. A musai with a higher intelligence score may choose any non-secret language.
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Post by Draxy on Nov 5, 2015 22:18:19 GMT
Ok after reading through some of the stuff, thinking of taking a dhampyre (got to go with my namesake sometimes right?) rogue or inquisitor, if that's ok? Although quite a few of these wesen are certainly tempting...
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Post by Jack of Names on Nov 5, 2015 22:43:51 GMT
That seems fine. You have plenty of time to decide, and there are around 16more Wesen types incoming.
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Post by Jack of Names on Nov 6, 2015 9:16:08 GMT
Phansigar:Phansigar are dangerous, komodo-dragon like wesen. Phansigars look similar to their cousin, the Skalengeck, but they have a long, retractable tongue that they use to choke their victims. When they woge, they lose all of their hair and have yellowish-green scales that cover their whole body. They also possess sharp teeth and claws, which they will use in combat. Ex: hereSociety: Phansigar typically keep to warmer, humid climates but it's not uncommon to see one wandering. They practice some form of Elder worship. Racial Traits:-Phansigar receive a racial +2 to dex, +1 to strength and -1 to Cha. -Phansigar receive a racial +1 natural armor bonus. -Phansigar receive the Improved Grapple feat at first level for free. -Using their tongue, Phansigar may make a ranged grapple up to 10ft. -Phansigar have a bite attack and one set of claws appropriate for their size. -Phansigar begin play speaking Common and Wesen. Phansigar with higher intelligence scores may pick from the following: Orcish, Abyssal, Infernal, Undercommon, Giant, Nagaji, Vishkanyan, Terran, Auran, Aquan, ignan, Dwarven, and Elven. ScharfblickeScharfblicke are owl-like Wesen. Upon woge, they grow an owl-like plumage around their face and down their neck, and their hair becomes a part of the plumage. Their nose extends into an owl-like beak, and their eyes grow larger, gaining a bright orange iris. In addition, their eyes do not appear to have the limited movement of a true owl's. In this form, they possess incredibly powerful vision, able to see incredible details such as the tumblers inside a lock, even in low light. They also possess wings large enough to sustain flight in their Wesen forms. Ex: hereSociety: Scharfblicke are incredibly paranoid, which can make for a very troubled and worrying existence. They're fairly private and introverted, but are as industrious as humans. Racial Traits:-Scharfblicke receive a +2 to Dex and Wis at character creation. -Scharfblicke receive a racial +5 to sight-based perception rolls. -Scharfblicke recieve a racial +2 bonus on Fly checks. -Scharfblicke possess darkvision 120ft. -Scharfblicke have a base land speed fo 30ft, and a fly speed of 60ft with good maneuverability. -Scharfblicke begin play speaking Common and Wesen. With higher intelligence scores they may choose from the following: Gnome, Halfling, Auran, Aquan, Elven, Celestial, Draconic and Infernal.[/a]
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